#include "UnityCG.cginc" float _LevelPos; float3 _FlaskThickness; sampler2D _NoiseTex2D; float4 _Turbulence; float _AlphaCombined; float3 _Size; float _FoamTurbulence; float _TurbulenceSpeed; struct v2f { V2F_SHADOW_CASTER; float3 worldPos: TEXCOORD1; float4 vertex: TEXCOORD2; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; v2f vert(appdata_base v) { v2f o; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); o.vertex = v.vertex; o.vertex.w = dot(o.vertex.xz, _Turbulence.zw) + _TurbulenceSpeed; o.vertex.xz *= 0.1.xx * _Turbulence.xx; o.vertex.xz += _Time.xx; v.vertex.xyz *= _FlaskThickness; o.worldPos = mul(unity_ObjectToWorld, float4(v.vertex.xyz, 1.0)).xyz; TRANSFER_SHADOW_CASTER_NORMALOFFSET(o) return o; } float4 frag (v2f i) : SV_Target { UNITY_SETUP_INSTANCE_ID(i); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i); float h = tex2D(_NoiseTex2D, i.vertex.xz).g; float turbulence = (h - 0.5) * _Turbulence.x + sin(i.vertex.w) * _Turbulence.y; turbulence *= 0.05 * _Size.y * _FoamTurbulence; _LevelPos += turbulence; clip(_LevelPos - i.worldPos.y); float2 dither = dot(float2(171.0, 231.0), (i.worldPos.xz + i.worldPos.yz + h.xx * 0.0001) * _ScreenParams.xy).xx; dither = frac(dither / float2(103.0, 71.0)); clip (_AlphaCombined - ((dither.x + dither.y) * 0.35 + 0.25)); SHADOW_CASTER_FRAGMENT(i) }